material-maker/addons/material_maker/engine/gen_base.gd

231 lines
5.7 KiB
GDScript

tool
extends Node
class_name MMGenBase
"""
Base class for texture generators, that defines their API
"""
signal parameter_changed
class InputPort:
var generator : MMGenBase = null
var input_index : int = 0
func _init(g : MMGenBase, i : int) -> void:
generator = g
input_index = i
func to_str() -> String:
return generator.name+".in("+str(input_index)+")"
class OutputPort:
var generator : MMGenBase = null
var output_index : int = 0
func _init(g : MMGenBase, o : int) -> void:
generator = g
output_index = o
func to_str() -> String:
return generator.name+".out("+str(output_index)+")"
var position : Vector2 = Vector2(0, 0)
var model = null
var parameters = {}
var seed_locked : bool = false
var seed_value : int = 0
func _ready() -> void:
init_parameters()
func _post_load() -> void:
pass
func can_be_deleted() -> bool:
return true
func toggle_editable() -> bool:
return false
func is_editable() -> bool:
return false
func has_randomness() -> bool:
return false
func get_seed() -> int:
if !seed_locked:
var s : int = ((int(position.x) * 0x1f1f1f1f) ^ int(position.y)) % 65536
if get_parent().get("transmits_seed") != null and get_parent().transmits_seed:
s += get_parent().get_seed()
return s
else:
return seed_value
func toggle_lock_seed() -> bool:
if !seed_locked:
seed_value = get_seed()
seed_locked = !seed_locked
return seed_locked
func is_seed_locked() -> bool:
return seed_locked
func init_parameters() -> void:
for p in get_parameter_defs():
if !parameters.has(p.name):
if p.has("default"):
parameters[p.name] = MMType.deserialize_value(p.default)
if p.type == "size":
parameters[p.name] -= p.first
else:
print("No default value for parameter "+p.name)
func set_position(p) -> void:
position = p
if has_randomness() and !is_seed_locked():
source_changed(0)
func get_type() -> String:
return "generic"
func get_type_name() -> String:
return "Unnamed"
func get_parameter_defs() -> Array:
return []
func get_parameter_def(param_name : String) -> Dictionary:
var parameter_defs = get_parameter_defs()
for p in parameter_defs:
if p.name == param_name:
return p
return {}
func set_parameter(n : String, v) -> void:
parameters[n] = v
source_changed(0)
emit_signal("parameter_changed", n, v)
func notify_output_change(output_index : int) -> void:
var targets = get_targets(output_index)
for target in targets:
target.generator.source_changed(target.input_index)
func source_changed(__) -> void:
emit_signal("parameter_changed", "__input_changed__", 0)
for i in range(get_output_defs().size()):
notify_output_change(i)
func get_input_defs() -> Array:
return []
func get_output_defs() -> Array:
return []
func get_source(input_index : int) -> OutputPort:
return get_parent().get_port_source(name, input_index)
func get_targets(output_index : int) -> Array:
var parent = get_parent()
if parent != null:
return get_parent().get_port_targets(name, output_index)
return []
# get the list of outputs that depend on the input whose index is passed as parameter
func follow_input(input_index : int) -> Array:
var rv = []
for i in range(get_output_defs().size()):
rv.push_back(OutputPort.new(self, i))
return rv
func get_input_shader(input_index : int) -> Dictionary:
var source = get_source(input_index)
if source != null:
return source.get_shader()
return {}
func get_shader(output_index : int, context) -> Dictionary:
return get_shader_code("UV", output_index, context)
func render(output_index : int, size : int) -> Object:
var context : MMGenContext = MMGenContext.new()
var source = get_shader_code("UV", output_index, context)
while source is GDScriptFunctionState:
source = yield(source, "completed")
if source.empty():
source = { defs="", code="", textures={}, rgba="vec4(0.0)" }
var shader : String = mm_renderer.generate_shader(source)
var result = mm_renderer.render_shader(shader, source.textures, size)
while result is GDScriptFunctionState:
result = yield(result, "completed")
return result
func get_shader_code(uv : String, output_index : int, context : MMGenContext) -> Dictionary:
var rv = _get_shader_code(uv, output_index, context)
while rv is GDScriptFunctionState:
rv = yield(rv, "completed")
if !rv.empty():
if !rv.has("f"):
if rv.has("rgb"):
rv.f = "(dot("+rv.rgb+", vec3(1.0))/3.0)"
elif rv.has("rgba"):
rv.f = "(dot("+rv.rgba+".rgb, vec3(1.0))/3.0)"
else:
rv.f = "0.0"
if !rv.has("rgb"):
if rv.has("rgba"):
rv.rgb = rv.rgba+".rgb"
else:
rv.rgb = "vec3("+rv.f+")"
if !rv.has("rgba"):
rv.rgba = "vec4("+rv.rgb+", 1.0)"
return rv
func _get_shader_code(__, __, __) -> Dictionary:
return {}
func _serialize(data: Dictionary) -> Dictionary:
print("cannot save "+name)
return data
func serialize() -> Dictionary:
var rv = { name=name, type=get_type(), parameters={}, node_position={ x=position.x, y=position.y } }
for p in parameters.keys():
rv.parameters[p] = MMType.serialize_value(parameters[p])
if seed_locked:
rv.seed_value = seed_value
if model != null:
rv.type = model
else:
rv = _serialize(rv)
return rv
func _deserialize(data : Dictionary) -> void:
pass
func deserialize(data : Dictionary) -> void:
_deserialize(data)
if data.has("name"):
name = data.name
if data.has("node_position"):
position.x = data.node_position.x
position.y = data.node_position.y
if data.has("parameters"):
for p in data.parameters.keys():
set_parameter(p, MMType.deserialize_value(data.parameters[p]))
else:
for p in get_parameter_defs():
if data.has(p.name) and p.name != "type":
set_parameter(p.name, MMType.deserialize_value(data[p.name]))
if data.has("seed_value"):
seed_locked = true
seed_value = data.seed_value
else:
seed_locked = false
_post_load()